Bug Reports and Technical Issues

Strange, I will check again.
 
Code:
            <TerrainImpassables>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
            </TerrainImpassables>
This is the same for both the UNIT_SETTLER base unit and its unique units. You can find the same on Github.
 
Code:
            <TerrainImpassables>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
                <TerrainImpassable>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bTerrainImpassable>1</bTerrainImpassable>
                </TerrainImpassable>
            </TerrainImpassables>
This is the same for both the UNIT_SETTLER base unit and its unique units. You can find the same on Github.
Very odd, unless my memory is completely failing me I'm only using official modules, no other mods, and I wouldn't have known how to edit this myself. I'll go ahead and do a full fresh reinstall.
 
You mentioning modules made me check how it is when Varietas Delectat active and then it is how you describe. I didn't expect that to be the case. I guess I made the mistake of assuming my code is perfect in every way, will find out why.
 
Alright, now it should work as intended even with VD installed.
 
I found it! Every now and then I'll have a game where I see the "Turkey has founded Gazientep" notification, and here it is! The Iranians don't have a name for that tile either, interesting.
 

Attachments

  • gaziantep.png
    gaziantep.png
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Without Bordeaux I don't think France can get Colonists until Industrial Age. Running more tests but confirm following code requires Core city?
if pPlayer.isExisting() and not pPlayer.isHuman() and iCiv in dMaxColonists:
if pTeam.isHasTech(iExploration) and data.players[iPlayer].iColonistsAlreadyGiven < dMaxColonists[iCiv]:
sourceCities = cities.core(iCiv).owner(iPlayer)
 
Without Bordeaux I don't think France can get Colonists until Industrial Age. Running more tests but confirm following code requires Core city?
Assuming France even exists ingame. I witnessed Parijs (Dutch Paris) once post nerf.
 
The Dutch city names map has a mistake in their carribean islands where two islands are labelled "Philipsburg" creating a conflict on founding.
Which?
 
I found it! Every now and then I'll have a game where I see the "Turkey has founded Gazientep" notification, and here it is! The Iranians don't have a name for that tile either, interesting.

I'm planning to work on Mesopotamia for my next city name suggestions. In my notes, this tile should probably be “Kazimah” (Kazma) by the Middle Ages, later becoming Kuwait in the Industrial Age.
 
Good to know, I will have a look in the meantime regardless. There probably is a name for the tile in some language, so I need to find out why it isn't used.
 
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